Mechanic changes to make competitive better

Moves that have a secondary effect have a counter for that effect instead of random chance

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  1. 2 years ago
    Anonymous

    Stealth Rock does 50% less damage to grounded pokemon
    Monotypes Pokemon have 1.65 x STAB
    Sleep lasts 2 turns max and will last at least one turn (the turn the Pokemon is put to sleep doesn't count, also everything is still halved and rounded down in the event of Early Bird).

    • 2 years ago
      Anonymous

      >Excadrill becomes an even better spinner by taking a laughable 1.5625% on a swap-in
      I shiggy diggy

      Unironically tho the majority of you morons should never design a game ever.

      • 2 years ago
        Anonymous

        >Grounded Fire/Ice/Bug types now take around 12%-25% less from Stealth Rock after getting royally fricked over by Rocks when only flying types deserved it
        >but this is bad because one rapid spinner that was good becomes SLIGHTLY better due to now taking about 1.5% less from rocks
        The only other option is have rocks be the only hazard but have it to the same amount of damage to all types

        > morons should never design a game ever.
        Tell that to the people who gave CHARIZARD TWO megas, a GIga, and a broken movepoll

    • 2 years ago
      Anonymous

      >Stealth Rock does 50% less damage to grounded pokemon
      *Stealth Rock gets absorbed by grounded Rock-type Pokémon when sent out, granting a +1 to the Pokémon's Defense.

      FTFY

      • 2 years ago
        Anonymous

        >rocks types providing defensive utility

        Impossible

    • 2 years ago
      Anonymous

      50% is too much other wise i agree, maybe 25% or 40%

      bravery network did it best, your team shares a fighting game style meter that you can spend on either flourishing which adds secondary effects to moves or use protect which permanently eats the meter(you can see the player on the life has protected 3 times and the right protected once.)

      make the flourish type dependent (fire type pokemon burn ect) and leave in moves like toxic, just reduce the amount of pokemon that have them greatly. protect as a command is a great idea. make it so you for sure can not protect 2 turns in a row and non stab resistances by pass protect and get a 1.5x boost so you get punished for wasting it and rewarded for predicting it. over all it discourages using protect. also protect should not be part of the flourish meter, it's just a command.
      make hazards only to mons of that type, add a hazard for ice and bug
      make ability into a badge system, like in paper Mario or hollow knight.
      paralysis can not make you skip a turn it just halfs speed
      ohko moves have 2 pp and can only be used by mons of that type, have + 10 accuracy against super effective targets and 20 against 4 times effective. fissure is now a rock move, horn drill is now bug.
      super effective moves on pokemon switching in will never miss, save ohko moves witch just get +10 accuracy. weak moves will always miss.

      Stealth Rock deals 1/8 damage to grounded mons and 1/4 damage to non-grounded mons.
      Freeze is replaced with frostbite.
      Sleep always lasts 2 turns.
      Paralysis gives -1 priority to all moves.
      Low accuracy moves now have 100% accuracy, but other drawbacks (think Close Combat over Focus Blast)
      OHKO moves have their PP reduced to 1 and you can only have 1 OHKO move on your team.
      Critical hits are still RNG-based, but they become more and more likely to happen the longer the opponent is in battle.

      every thing this anon says unless it conflicts with me
      in a different post i will redo the types and some more status. i want to think about that more before i throw anything out there.

    • 2 years ago
      Anonymous

      Nah frick you, you don't play. Volcarona existing alone is enough reason for Stealth Rock to stay as it is.

  2. 2 years ago
    Anonymous

    Missing a move is 5% chance

    Faster pokemon have higher evasion

    Double team is now a status that makes hitting a mon 40/60 in the users favor

    • 2 years ago
      Anonymous

      >Stealth Rock just becomes two layers of Spikes that hits even Flying Pokemon
      >Synchronoise is now a typeless move
      >Evasion is now a status that goes off after some turns instead of a stackable stat
      >Frostbite replaces Freeze
      >and obviously, Regenerator is straight-up removed from the game for making no sense.

      >Faster pokemon have higher evasion
      look that sounds SOVL but it's very much a shit idea otherwise

    • 2 years ago
      Anonymous

      >Faster pokemon have higher evasion
      Speed is already a centralizing stat, having it provide evasion which is also considered powerful (-66% hit chance at +6) would be extremely lopsided

  3. 2 years ago
    Anonymous

    Moves that have a very wide range like Earthquake and Surf ignore evasion

  4. 2 years ago
    Anonymous

    Confusion(status) deals damage based on the type of move that failed

  5. 2 years ago
    Anonymous

    Good one. Would make protect and so on completely OP though, unless failing doesnt reset the counter, or its a pseudorandom number of times each time, but that's peobably even worse.

    I propose reworking evasion so that it works by having an increasing chance to avoid effects, critical hits, longer chains of multi hit moves, high damage rolls and so on. Basically it just makes rng in favor of the evader, but without making moves miss completely.

  6. 2 years ago
    Anonymous

    What does that even mean OP?

    • 2 years ago
      Anonymous

      I think: 33% poison effect would poison in 3rd, 6th, 9th, etc turns.

      • 2 years ago
        Anonymous

        Ex: 33% chance of burn = need to use the move 3 times to burn something

        dumb as frick

    • 2 years ago
      Anonymous

      Ex: 33% chance of burn = need to use the move 3 times to burn something

  7. 2 years ago
    Anonymous

    bravery network did it best, your team shares a fighting game style meter that you can spend on either flourishing which adds secondary effects to moves or use protect which permanently eats the meter(you can see the player on the life has protected 3 times and the right protected once.)

  8. 2 years ago
    Anonymous

    How often are you spamming the same move over and over where you'll both get the eventual status and care about it?

    I'd personally make statuses have their own kind of stage system: the first Fire hit applies Warm, Fire hits on Warm changes it to Burned, and Fire hits on Burned changes it to Heavy Burn. Fire Pokemon are Immune, and Ice Pokemon start out Cold.
    Frozen/Frigid/Cold/Neutral/Warm/Burned/Heavy Burn, Ice and Fire hits ticking one way or the other.

  9. 2 years ago
    Anonymous

    >BP of standard moves (Flamethrower, Close Combat, Earthquake, ect.) are all increased
    >Most moves have a similar mechanic to Water Spout (Moves like Reversal obviously stay the same)
    >You heal like 1/32th HP while switched out
    >Moves like Close Combat now hit hard enough to 2HKO most thing at full health but at lower health, the user barely does any damage
    >This will make things easier to wallbreak but health management is now a bigger factor for wallbreakers than it was before

    • 2 years ago
      Anonymous

      >You heal like 1/32th HP while switched out
      Aw frick no, stall teams are bad enough as is

      • 2 years ago
        Anonymous

        Healing like 1/32th health outside of battle is supposed to make up for having moves like Close Combat becoming 150-160 BP at full health.
        Here is what 150 BP Close Combat does.

        252 Atk Choice Band Urshifu-Rapid-Strike Close Combat vs. 252 HP / 252+ Def Skarmory: 168-198 (50.2 - 59.2%) -- guaranteed 2HKO after Stealth Rock
        252 Atk Choice Band Urshifu-Rapid-Strike Close Combat (150 BP) vs. 252 HP / 252+ Def Skarmory: 208-246 (62.2 - 73.6%) -- guaranteed 2HKO after Stealth Rock

  10. 2 years ago
    Anonymous

    Make one of the following changes to Intimidate:

    >Intimidate's attack debuff isn't counted like a stat debuff, but instead functions like Unnerve: it causes the same attack drop effect, but the effect is lifted when the Intimidate mon is removed from battle

    >Intimidate only works when the user is above 75% hp

    >An pokemon can only be effected by an individual intimidate user once per battle

  11. 2 years ago
    Anonymous

    Stealth Rock deals 1/8 damage to grounded mons and 1/4 damage to non-grounded mons.
    Freeze is replaced with frostbite.
    Sleep always lasts 2 turns.
    Paralysis gives -1 priority to all moves.
    Low accuracy moves now have 100% accuracy, but other drawbacks (think Close Combat over Focus Blast)
    OHKO moves have their PP reduced to 1 and you can only have 1 OHKO move on your team.
    Critical hits are still RNG-based, but they become more and more likely to happen the longer the opponent is in battle.

  12. 2 years ago
    Anonymous

    Every non-OHKO move targeting a Pokemon switching in will never miss.
    It is so fricking disappointing to carry a coverage move, double predict an opponent's switch, and then get punished by RNG.

  13. 2 years ago
    Anonymous

    rng is removed from the game

  14. 2 years ago
    Anonymous

    Every single move in the game has their accuracy reduced by 20%. Every Pokémon's HP is doubled

  15. 2 years ago
    Anonymous

    single battles are removed

    • 2 years ago
      Anonymous

      >I'll use surf into my dynamaxed weakness policy mon!
      >I'm such a good strategist
      doubles is full of cheese and is gay.

      • 2 years ago
        Anonymous

        >I'll switch for several real life days straight
        >I'm such a good strategist
        singles is full of stall and is boring

      • 2 years ago
        Anonymous

        >I'll spore your entire team one by one and set up for free
        b-based singles..

        • 2 years ago
          Anonymous

          >playing on cart
          Lmao. Play on based showdown with sleep clause. Fanfic is best meta

  16. 2 years ago
    Anonymous

    I had this wacky idea that they can add another category for Pokemon it's sort of related to egg groups but basically each Pokemon gets a monster class. They are pretty broad groups and do follow the conventions of egg groups for the most part. Each monster class has unique characteristics and it's basically just another way to give each pokémon something else to make it special. Stuff like the ghost type not being trapped for example would become a trait of the monster class that a lot of ghosts fit into, but would no longer be natural through Ghost types as it doesn't make sense for all. Similarly you could have shit like any Pokemon that is a "dragon" would be more likely to shrug off a critical hit or "human shape" Pokemon have better luck/get more out of items

    • 2 years ago
      Anonymous

      I like this idea but feel like it could be applied more basically to egg groups. This individualises Pokemon even more, giving them each something a little extra.

      Maybe Mineral Pokemon are immune to Stealth Rocks.

      Pokemon in Water 2 take less damage from Surf and Dive.

      There could be a certain tutor move only learnable by Pokemon in the Human-Like group.

      And to balance out the fact Pokemon be mono-egg group or have multiple, make them all either dependant on chance, with mono-group Pokemon having an increased or 100% chance for these passive effects to proc.m

  17. 2 years ago
    Anonymous

    Moves targeting a Pokemon with Serene Grace get a doubled effect chance as well.

    • 2 years ago
      Anonymous

      no

      • 2 years ago
        Anonymous

        Okay, Togekiss.

        • 2 years ago
          Anonymous

          I don't give a shit, Dunsparce is my favourite pokemon and its already hard enough making him work.
          Frick you for being a whiner, just deal with serene grace. Making it work for everything in the battle would just make everything but Togekiss and Jirachi suck ass if they have it, because they aren't bulky enough to be buffing the opponent

          • 2 years ago
            Anonymous

            >would just make everything but Togekiss and Jirachi suck ass if they have it
            They already do.

            • 2 years ago
              Anonymous

              No they just suck, you want to add the ass

              • 2 years ago
                Anonymous

                To rightfully nerf the broken ones. I don't care about your shitmon that isn't good even with broken abilities.

              • 2 years ago
                Anonymous

                jirachi and togekiss aren't even OU mons, stop crying about it

              • 2 years ago
                Anonymous

                No. A 60% chance to make your opponent skip his turn is moronic.

              • 2 years ago
                Anonymous

                have you tried moving first? Or using any bulky steel mon in your team?

              • 2 years ago
                Anonymous

                >both have fire and fighting coverage
                >both can just slap on a scarf to go faster than anything
                >both can learn paralyzing moves

              • 2 years ago
                Anonymous

                >both have fire and fighting coverage
                both are weak as shit can't kill anything without flinching
                >both can just slap on a scarf to go faster than anything
                then becomes super easy to switch something into cause they're weak
                >both can learn paralyzing moves
                then you just deck them cause they're wasting a moveslot on this shit

              • 2 years ago
                Anonymous

                Weakness doesn't matter anything when it's more than a coin flip's chance that you won't get a turn.
                If evasion is banned, so should flinch hax.

              • 2 years ago
                Anonymous

                you act like 60% is 100%

              • 2 years ago
                Anonymous

                It might as well be.

              • 2 years ago
                Anonymous

                I was trying some Pokemon on Showdown and was once in a situation of having Eviolite Magneton vs Choice Scarf Togekiss.
                Air Slash was dealing like 10-12% hp, I flinched every single time except twice, meaning I managed to land two Flash Cannons(did not use Thunderbolt because opponent had Haxorus in the back as his last Pokemon). The first must have dealt around 80% iirc and the second that KO'd went off when I had like 4% hp remaining
                But yeah just switch to something that resists Air Slash bro!

              • 2 years ago
                Anonymous

                you CANNOT say "togekiss OP!!!" when the monster you're running is fricking eviolite magneton, moron
                "nooo I used specs weedle and I lost to banded pidgeotto BAN PIDGEOTTO NOW!!"

              • 2 years ago
                Anonymous

                >a +1 spdef quad resist is still worn down that much before it can retaliate
                >NOOOOOOOOOOOO MUH HECKIN DUNSPARCERINO

              • 2 years ago
                Anonymous

                you're literally using a PU mon against a RU one moron
                if you had magnezone isntead you'd kill togekiss

              • 2 years ago
                Anonymous

                >le fanfic tiering
                reminder that regular Ninetales is untiered because it is """""outclassed""""" by Torkoal

              • 2 years ago
                Anonymous

                >252+ SpA Magnezone Flash Cannon vs. 252 HP / 0 SpD Togekiss: 254-302 (67.9 - 80.7%) -- guaranteed 2HKO
                Magnezone is only barely stronger than Magneton.

              • 2 years ago
                Anonymous

                >you're literally using a PU mon against a RU one moron
                and ? quagsire beats zacian

              • 2 years ago
                Anonymous

                Based moron. Eviolite Magneton rivals Magnezone in tankiness and a little speed while Magnezone has a little more special attack and a free item slot.
                Both are good options.
                The same Togekiss would've likely still survived a Flash Cannon but would take 1-3 less Air Slashes to KO Magnezone

              • 2 years ago
                Anonymous

                >Based moron. Eviolite Magneton rivals Magnezone in tankiness and a little speed while Magnezone has a little more special attack and a free item slot.
                >Both are good options.

              • 2 years ago
                Anonymous

                >tiers
                >meaning anything

              • 2 years ago
                Anonymous

                when did magneton become a stall staple? It's just an inferior magnezone in every sense

              • 2 years ago
                Anonymous

                >inferior magnezone in every sense
                >faster with comparable bulk
                Again:
                >tiers
                >meaning anything

              • 2 years ago
                Anonymous

                electivire is good in gen4 OU, moron

              • 2 years ago
                Anonymous

                >

              • 2 years ago
                Anonymous
              • 2 years ago
                Anonymous

                >when did magneton become a stall staple?
                Gen 5 with 4drag2mag. Carrying both Magneton and Magnezone was unironically a good strategy.

              • 2 years ago
                Anonymous

                >252 Atk Cinderace Pyro Ball vs. 252 HP / 0 Def Eviolite Magneton: 254-300 (83.5 - 98.6%) -- guaranteed 2HKO
                >252 Atk Cinderace Pyro Ball vs. 252 HP / 0 Def Magnezone: 320-380 (93 - 110.4%) -- 62.5% chance to OHKO
                I bet you feel silly now

              • 2 years ago
                Anonymous

                >ubers pokemon
                who gives a shit

              • 2 years ago
                Anonymous

                >252 SpA Volcarona Flamethrower vs. 252 HP / 0 SpD Eviolite Magneton: 270-320 (88.8 - 105.2%) -- 31.3% chance to OHKO
                >252 SpA Volcarona Flamethrower vs. 252 HP / 0 SpD Magnezone: 332-392 (96.5 - 113.9%) -- 81.3% chance to OHKO
                OUbros....

              • 2 years ago
                Anonymous

                why do you have your magzone in versus a volcarona again?

              • 2 years ago
                Anonymous

                I dont you frickin Black person? I only posted some calculations the purpose of which is to show you that Eviolite Magneton is tankier compared to Magnezone.

              • 2 years ago
                Anonymous

                magnezone gets to hold lefties though

              • 2 years ago
                Anonymous

                Does it run them often? I don't use same items on multiple Pokemon so if I ever ran one I would unlikely have it hold it.

              • 2 years ago
                Anonymous

                Based moron. Eviolite Magneton rivals Magnezone in tankiness and a little speed while Magnezone has a little more special attack and a free item slot.
                Both are good options.
                The same Togekiss would've likely still survived a Flash Cannon but would take 1-3 less Air Slashes to KO Magnezone

                Maybe if you had used that "free item slot" on Leftovers you could have outhealed the Air Slash with them, or if you used it on a Scarf you could have just outsped the Togekiss and not get flinched in the first place, or with Specs you could have killed it in one hit. Hopefully you understand now why Eviolite Magneton (and really, anything not named Porygon2) isn't worth it.

              • 2 years ago
                Anonymous

                It really isn't assuming we're talking about Gen 8 OU, Magnezone is neither defensive or a sweeper so some extra speed or bulk isn't the most important thing in the world. It's a trapper for steels so all it needs is the special attack to kill them or in the case of Ferrothorn, Iron Defense+Body Press.

              • 2 years ago
                Anonymous

                And guess what?
                >Magneton doesn't learn Body Press so it can't trap Ferrothorn in any way
                >even if it did, Body Press isn't boosted by Eviolite so it would be significantly weaker

              • 2 years ago
                Anonymous

                >Body Press isn't boosted by Eviolite
                oh really? that kinda sucks

              • 2 years ago
                Anonymous

                Yup.
                And Choice Band does instead.

              • 2 years ago
                Anonymous

                Switch out to a faster pokemon, Serene Grace relies on you being faster than the opponent to cause the flinch and almost everything that has it is slow, so they will be trying to paralyze you first. Switch into something with magic bounce even and you'll likely ruin their whole strat and just paralyze the mon with serene grace, making it a wasted slot

  18. 2 years ago
    Anonymous

    >Mechanic changes to make competitive better
    I dunno, like one or two new ways to avoid taunt.

    Taunt kinda shuts down everything but mixed sweepers and I'm so tired of mixed sweepers

  19. 2 years ago
    Anonymous

    sleeping pokemon recover 1/8 health every turn regardless of how they entered sleep. getting hit by any damaging move will wake the sleeping mon up.
    freeze becomes like paralysis, halving speed, but instead of a chance to miss a turn it just adds ice type to the victim. getting hit by a move that's super effective on ice will thaw the mon (for massive damage).
    regular non-toxic poison halves special attack.

    • 2 years ago
      Anonymous

      >ice-type is so bad that adding it to your opponent is a considered a massive loss
      icebros... not like this...

      • 2 years ago
        Anonymous

        on the other hand, imagine the trick room shenanigans by freezing your own mon to get three stabs.

  20. 2 years ago
    Anonymous

    Bring back old Explosion and Self Destruct

    • 2 years ago
      Anonymous

      Frickin this. Remember when Electrode, Shiftry and Glalie were scary? I do

      • 2 years ago
        Anonymous

        This right here. I felt like even though Generation 3 had a garbage meta because everybody had to run normal moves and couldn't always use stab, you still had some scary shit like an exploding shiftry or subpunch slaking to slap your opponent's shit silly

    • 2 years ago
      Anonymous

      Alternative, make one of them physical and the other special.

  21. 2 years ago
    Anonymous

    Pokémon cannot switch out until they make a move or an item is used.

  22. 2 years ago
    Anonymous

    "Make more Pokemon viable" would make competitive play worse. The more threatening Pokemon you have to worry about, the harder it is for a team of 6 Pokemon and 24 moves to cover them all.

    >So? Why should a team be able to cover everything?

    Because the alternative is losing on turn one, and Pokemon is boring when it's entirely matchup based. If you can guess who the winner and loser of a game will be just from team composition, why bother playing? Where's the fun in that?

    • 2 years ago
      Anonymous

      >"Make more Pokemon viable" would make competitive play worse.
      It would be objectively better than the current system were only CHARIZARD and a handful of others are worth using.

    • 2 years ago
      Anonymous

      You realize there are blanket strategies that setup wincons regardless of your opponents matchup right?

    • 2 years ago
      Anonymous

      This but unironically.
      Centralization is healthy for the meta because it allows creative counter-meta choices to thrive.
      If a wide variety of things are equally viable, it means that you can never know what to expect and therefore can't specialize in defeating top threats.
      So everybody just uses cookie-cutter teams that are good against everything rather than custom teams that are REALLY good against popular things.

      • 2 years ago
        Anonymous

        >If a wide variety of things are equally viable, it means that you can never know what to expect and therefore can't specialize in defeating top threats.
        Not really, a decentralized meta will converge on balance teams that can handle every threat decently but fall short on specialized teams. So in essence decentralized meta puts more emphasis on team PV.
        Gen 5 is an extreme example of this. You couldn't run a Gen 6+ balance team in Gen 5's meta at all.

        • 2 years ago
          Anonymous

          >Not really, a decentralized meta will converge on balance teams that can handle every threat decently but fall short on specialized teams.
          But that's exactly what I was saying.
          Specialized teams don't work out in a decentralized meta. You can't bring a Pokemon just to counter one major threat or dominant strategy.

          • 2 years ago
            Anonymous

            >Specialized teams don't work out in a decentralized meta.
            They do, and during the ebb and flow of the meta one playstyle will dominate for a while and counter strategies will emerge to counter it. See the rise and fall of rain teams in Gen VII, Gen VIII and Natdex OU.
            But rain will never dominate permanently as it will lose hard to anti-rain strategies. And anti-rain will lose to sun, sand, and balance teams.
            A permanently centralized meta like unbanning one Uber and having the entire meta warp around that Uber is that OP was talking about. Such is the case with Gen II Snorlax, but that meta is so limited and flawed Snorlax is better for it than not.

            "Make more Pokemon viable" would make competitive play worse. The more threatening Pokemon you have to worry about, the harder it is for a team of 6 Pokemon and 24 moves to cover them all.

            >So? Why should a team be able to cover everything?

            Because the alternative is losing on turn one, and Pokemon is boring when it's entirely matchup based. If you can guess who the winner and loser of a game will be just from team composition, why bother playing? Where's the fun in that?

            >If you can guess who the winner and loser of a game will be just from team composition, why bother playing? Where's the fun in that?
            Sounds like the real cancer is team PV. If Smogon is going to go full fanfic, banning team PV and not just letting cucks who grew up with it have a say seems like the best idea.

  23. 2 years ago
    Anonymous

    Make it so certain moves (high BP) cannot crit.

    • 2 years ago
      Anonymous

      terrible idea. crits already getting nerfed in gens 6 and 8 resulted in stalling with shit like iron defense becoming more viable because it's less likely that a crit will occur during the prolonged stallfest. Crits are necessary because they discourage passive defensive play.

  24. 2 years ago
    Anonymous

    I feel like accuracy, evasion and crit ratio, being the three "hidden" stats, need the most reworking.
    >Round the base accuracy of all moves to a factor of 10, ie something that's 85% acc becomes 80 or 90
    >All accuracy modifiers now change the accuracy of your moves by 10% per level, instead of a fraction. The accuracy cannot go above 100 or lower than 0. You can still only max out at six levels, meaning you can make a move 60% more or less accurate
    >Evasion now works similarly. It starts at 0 and can't go lower than that amount. When it is raised by one level it increases by 10% and all moves directed at the Pokemon with increased evasion will become that many percentage points less accurate. Caps at 6 levels
    >The accuracy of a move is now shown when selecting it from the menu and will dynamically change based on who you were targeting, to reflect the changes in your accuracy and their evasion
    >Crits are still random, still increase damage, and still ignore defense changes. However, your chance of getting a crit with a specific move slowly increases as more turns pass and you continue to use that move without switching out. This is indicated by a small meter or text color change for that move specifically. The chance resets when you switch out or get a crit. Moves with high crit ratios still get crits more often but also move that meter further when they don't get a crit. Abilities and moves and increase your crit chance across the board will either make that meter both faster or automatically fill it, depending on what it is

    • 2 years ago
      Anonymous

      I like that meter system for crits, but I think if you're going to have something like that then random crits should either go away or have their rate severely nerfed.
      >Every time you use a move, its crit meter increase by a set amount.
      >Crit rate-boosting items, abilities, and moves increase this meter more than using a normal move. They can give a multiplicative bonus to meter gain.
      >More meter is gained on targeted Pokemon who have just used a recovery move. Like how Roost applies the grounded effect, this would be a crit-boosting aura or whatever.
      >Crit levels are reset when switching out, they can't be baton passed.
      >You don't have to burn your crit if you don't want, you can keep it stored as long as you're staying in.

      • 2 years ago
        Anonymous

        At that point it might as well just be a super meter that lets you pull off a powerful attack rather than building towards a crit. I can't think of a game off the top of my head but I know I've played games that do it, something where you build up power and then can unleash it when the meters are full whenever you want to increase the power of your next move.

        • 2 years ago
          Anonymous

          A crit is already a 1.5x power move that ignores defense raises and attack drops. I think that's fair enough.

  25. 2 years ago
    Anonymous

    Remove crits, but have stat increases/decreases be temporary.
    That way a stallmon can't just give itself +6 defense and special defense and sit there forever.

    • 2 years ago
      Anonymous

      I liked how PLA handled them.

    • 2 years ago
      Anonymous

      I think a lot of the things that Legends did would be totally appropriate for the mainline games, this being one of them. In some ways it makes sense that you could permanently buff your defense until you switch out, but in other ways it doesn't. I almost feel like stat changes should either be permanent until switching out or temporary based on the move, which would also help with another problem I have which is a lack of move variety and competitive. There are so many interesting moves that never get seen But if something like iron defense or hardened guarantees that you buff your defense until you switch out but something like cotton guard eventually wears off, there's obviously a choice to be made there. The same goes for moves that boost offense. I feel like Swords Dance or Calm Mind should wear off but a move like Growth makes sense sticking around

  26. 2 years ago
    Anonymous

    Entry hazards can be cleared if a pokemon with the same type switches in, like how toxic spikes can be removed by poison types:
    >stealth rock can be removed by rock types
    >spikes can be removed by ground types
    >sticky web can be removed by bug types
    >etc.

    A special attack version of intimiate would be a good addition. Call it 'traumatize' or something similar.

    Hail should be buffed so that it's not just worse sand. Either increase the passive damage or give a defense boost to ice types in hail.

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